Game control method and device, electronic equipment and storage medium

By hiding the user interface in the game interface and displaying the target interface elements in the immersion mode, the problems of loss of information caused by too many main interface elements of the game are solved and the game progress is affected, improving the immersion and fluency of the game.

CN119587972APending Publication Date: 2025-03-11NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202411921068.3
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-12-24
Publication Date
2025-03-11

AI Technical Summary

Technical Problem

Too rich elements in the main interface of the game will affect the user's usage needs. For example, when sharing game scenes, simple screenshot operations will include elements of the main interface, resulting in loss of information and impact on game progress.

Method used

By responding to target triggering operations, control the user interface to hide, so that the game interface can enter immersive mode. In immersive mode, in response to the target trigger event, display target interface elements, such as attack controls, task guidance controls, hazard warning controls, and physical force prompt controls.

Benefits of technology

It reduces interference elements on the game interface, improves the player's immersion, provides necessary information prompts in the immersion mode, avoids excessive information interference, and ensures the simplicity of the game screen and the smoothness of the game progress.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention provides a game control method and device, electronic equipment and a storage medium. According to the method, a game interface is provided through a terminal device, the game interface comprises a game scene picture and a user interface, and the user interface is controlled to be hidden in response to a target triggering operation, so that the game interface enters an immersion mode; in the immersion mode, in response to a target trigger event, displaying a target interface element in the game interface; wherein the target interface element comprises at least one of an attack control, a task guidance control, a danger warning control and a physical power prompt control. Through the technology disclosed by the invention, the display content of the game interface in the immersion mode can be optimized.
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Description

Technical Field

[0001] The present disclosure relates to the field of game technology, and in particular to a method, device, electronic device and storage medium for controlling a game. Background Art

[0002] With the development of game technology, the elements displayed in the main interface of the game are becoming more and more diverse. For example, the main interface of the game includes various buttons, animations, texts, sounds, windows and other game design elements that directly or indirectly contact the game users. Usually these elements can be located in different areas of the interface according to their functions, such as: a personal information area for displaying basic information such as character name, occupation, health value, true qi value, etc.; and a status information area for displaying the status of the character, such as whether it is comatose, poisoned, etc.; in addition, the game interface can also include a map area, a team information area, a task information area, a system information area, a chat bar area, and control areas corresponding to various skills and operations. The specific content displayed in the game interface of different games may be different.

[0003] Although the game interface information provides many conveniences for players, the excessively rich elements in the game main interface sometimes affect the usage needs of game users. For example, if a game user wants to share the game scene screen, a simple screenshot operation will include the elements on the game main interface. Based on this, in some game technologies, the main interface is hidden so that only the game scene screen is retained in the game's graphical user interface. This method will lose a lot of key information and affect the progress of the game. Summary of the invention

[0004] The purpose of the present disclosure is to provide a method, device, electronic device and storage medium for game control to optimize the display of the game interface.

[0005] An embodiment of the present disclosure provides a method for game control, which provides a game interface through a terminal device, wherein the game interface includes a game scene screen and a user interface, and the method includes: in response to a target trigger operation, controlling the user interface to hide so that the game interface enters an immersion mode; in the immersion mode, in response to a target trigger event, displaying a target interface element in the game interface; wherein the target interface element includes at least one of the following: an attack control, a task guidance control, a danger warning control, and a physical strength prompt control.

[0006] In a second aspect, an embodiment of the present disclosure further provides a game control device, which provides a game interface through a terminal device, wherein the game interface includes a game scene screen and a user interface, and the device includes: a first control module, which is used to control the hiding of the user interface in response to a target trigger operation so that the game interface enters an immersion mode; a second control module, which is used to display target interface elements in the game interface in response to a target trigger event in the immersion mode; wherein the target interface elements include at least one of the following: an attack control, a task guidance control, a danger warning control, and a physical strength prompt control.

[0007] In a third aspect, an embodiment of the present disclosure further provides an electronic device, including a processor and a memory, wherein the memory stores computer-executable instructions that can be executed by the processor, and the processor executes the computer-executable instructions to implement the above-mentioned game control method.

[0008] In a fourth aspect, an embodiment of the present disclosure further provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the above-mentioned game control method.

[0009] The disclosed embodiments provide a method, device, electronic device and storage medium for game control, which control the hiding of the user interface by responding to a target trigger operation, so that the game interface enters an immersive mode, reduces interference elements on the game interface, and improves the player's immersion in the game; in the immersive mode, responds to a target trigger event, displays the target interface elements, provides the player with necessary information prompts, and avoids excessive information interference; this method of dynamically hiding and controlling the display elements of the game interface not only ensures the simplicity of the game screen in the immersive mode, but also alleviates the loss of key interface information in the immersive mode to a certain extent, ensures the smoothness of the game progress and the user's sense of participation, and improves the game experience in the immersive mode. BRIEF DESCRIPTION OF THE DRAWINGS

[0010] In order to more clearly illustrate the specific embodiments of the present disclosure or the technical solutions in the prior art, the drawings required for use in the specific embodiments or the description of the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of the present disclosure. For ordinary technicians in this field, other drawings can be obtained based on these drawings without paying any creative work.

[0011] Figure 1 A flowchart of a method for controlling a game provided by an embodiment of the present disclosure;

[0012] Figure 2 A schematic diagram of a setting interface provided in an embodiment of the present disclosure;

[0013] Figure 3 A schematic diagram of a game interface provided by an embodiment of the present disclosure;

[0014] Figure 4 A schematic diagram of another game interface provided by an embodiment of the present disclosure;

[0015] Figure 5 A schematic diagram of another game interface provided by an embodiment of the present disclosure;

[0016] Figure 6 A schematic diagram of another game interface provided by an embodiment of the present disclosure;

[0017] Figure 7 A schematic diagram of another game interface provided by an embodiment of the present disclosure;

[0018] Figure 8 A schematic diagram of another game interface provided by an embodiment of the present disclosure;

[0019] Fig. 9 A schematic diagram of another game interface provided by an embodiment of the present disclosure;

[0020] Fig.10 A schematic diagram of a game control device provided by an embodiment of the present disclosure;

[0021] Fig.11 A schematic diagram of the structure of an electronic device provided in an embodiment of the present disclosure. DETAILED DESCRIPTION

[0022] The technical solution of the present disclosure will be clearly and completely described below in conjunction with the embodiments. Obviously, the described embodiments are part of the embodiments of the present disclosure, rather than all of the embodiments. Based on the embodiments in the present disclosure, all other embodiments obtained by ordinary technicians in the field without creative work are within the scope of protection of the present disclosure.

[0023] In response to the problem in related game technologies that under normal conditions, the elements displayed in the game interface are too abundant, and the information displayed on the game interface is seriously missing after the user interface is hidden, the embodiments of the present disclosure provide a method, device, electronic device and storage medium for game control. By controlling the elements displayed on the user interface in immersive mode, the technology can provide users with interface elements related to the game progress in the immersive mode, such as attack controls for combat, task guidance information or danger warning information, thereby optimizing the display content of the game interface in the immersive mode.

[0024] This embodiment provides a flowchart of a method for game control, wherein the method provides a game interface through a terminal device, and the game interface includes a game scene screen and a user interface (UI interface). The game interface refers to an interface corresponding to an application provided or displayed through a graphical user interface. The user interface is used to interact with the user and may include game design elements such as buttons, animations, text, sounds, windows, etc. that directly or indirectly contact the user. In an optional implementation, the interface elements in the user interface may include the following controls: (1) controls related to controlling characters, such as skill controls, movement controls, function controls, etc.; (2) controls for indicating information, which may also be referred to as indicating information identifiers, such as direction indicators, character indicators, character strength indicators, item pickup points, or treasure chest location points; (3) information display controls, which may also be referred to as information display areas, such as displaying basic character information (character name, occupation, health value, true qi value, etc.), character status information (such as whether comatose, poisoned, etc.) or game information (such as number of kills, game time, etc.); (4) game setting controls, such as system settings, stores, gold coins, etc. In addition, the controls displayed in the user interface of different games may be different. Some games may also include a friend list control in the user interface, through which you can view the relevant information of added friends, chat, visit homes, delete, etc. Some games also include task-related controls, such as displaying the current task list, including main tasks and side tasks, etc. These controls can help users better manage and play games.

[0025] In an optional implementation, the game scene screen is a screen corresponding to the virtual scene displayed by the terminal device. The game scene screen may include virtual objects such as game characters (such as controlled virtual characters, also referred to as player virtual characters), NPC characters (Non-Player Character), and AI (Artificial Intelligence) characters that execute game logic in the virtual scene. The game scene screen usually changes with the movement of the controlled virtual characters.

[0026] The above-mentioned virtual scene is the content displayed (or provided) when the game application is running on a terminal or server. Optionally, the virtual scene is a simulation environment of the real world, or a semi-simulation and semi-fictitious virtual environment, or a purely fictitious virtual environment. The virtual scene is any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene and a three-dimensional virtual scene. The virtual environment can be the sky, land, ocean, etc., wherein the land includes environmental elements such as deserts and cities. Among them, the virtual scene is a scene with complete game logic of virtual objects such as user control. For example, for sandbox 3D shooting games, the virtual scene is a 3D game world for players to control virtual objects to fight. Example virtual scenes may include: at least one element of mountains, plains, rivers, lakes, oceans, deserts, skies, plants, buildings, and vehicles; for example, for 2D or 2.5D card games, the virtual scene is a scene for displaying released cards or displaying virtual objects corresponding to cards. Example virtual scenes may include: an arena, a decisive battlefield, or other "field" elements or other elements that can display the status of card battles; for 2D or 2.5D multiplayer online tactical competitive games, the virtual scene is a 2D or 2.5D terrain scene for virtual objects to fight. Example virtual scenes may include: canyon-style mountains, lines, rivers, classrooms, tables and chairs, podiums and other elements.

[0027] The above-mentioned virtual object refers to a dynamic object that can be controlled in a virtual scene. Optionally, the dynamic object can be a virtual character, a virtual animal, a cartoon character, etc. The virtual object is a character controlled by the player through an input device, or an AI character set in a virtual environment battle through training, or an NPC set in a virtual scene battle. Optionally, the virtual object is a virtual character competing in a virtual scene. Optionally, the number of virtual objects in the virtual scene battle is preset, or dynamically determined according to the number of clients joining the battle, and the embodiments of the present disclosure are not limited to this. In one possible implementation, the user can control the virtual object to move in the virtual scene, for example, control the virtual object to run, jump, crawl, etc., and can also control the virtual object to use the skills, virtual props, etc. provided by the application to fight with other virtual objects.

[0028] The method for controlling a game in one embodiment of the present disclosure may be run on a terminal device or a server. The terminal device may be a local terminal device, such as a touch device or a non-touch device. When the method for controlling a game is run on a server, the method may be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0029] In an optional embodiment, cloud games can be run under the cloud interaction system. Cloud games refer to a game method based on cloud computing. In the operation mode of cloud games, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the game control method are completed on the cloud game server. The role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a mobile terminal, a TV, a computer, a handheld computer, etc.; but the terminal device for information processing is a cloud game server in the cloud. When playing the game, the player operates the client device to send an operation instruction to the cloud game server. The cloud game server runs the game according to the operation instruction, encodes and compresses the game interface and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game interface.

[0030] In an optional embodiment, the terminal device may be a local terminal device, which stores a game program and is used to present a game interface. The local terminal device is used to interact with the player through the game interface, that is, the game program is downloaded and installed through the conventional electronic device and run. The local terminal device may provide the game interface to the player in a variety of ways, for example, it may be rendered and displayed on the display screen of the terminal, or provided to the player through a holographic projection. For example, the local terminal device may include a display screen and a processor, the display screen is used to present the game interface, the game interface includes a game scene screen, and the processor is used to run the game, generate the game interface, and control the display of the game interface on the display screen.

[0031] See also Figure 1 The flowchart of a method for controlling a game is shown. The method provides a game interface through a terminal device, including the game scene screen and the user interface. The game is configured with an immersive mode and a non-immersive mode. The game interface in the immersive mode is simpler than that in the non-immersive mode, which is mainly reflected in that the user interface elements displayed in the game interface in the immersive mode are less than those displayed in the non-immersive mode. Figure 1 , the method comprises the following steps:

[0032] Step S101, in response to a target triggering operation, controlling the user interface to hide so that the game interface enters an immersive mode.

[0033] The target trigger operation is an operation performed by the user. As a possible implementation, the target trigger operation is an operation performed on the immersive mode option in the game setting interface, see Figure 2The setting interface schematic diagram shown in the figure includes an immersive mode option. After the immersive mode option is selected (the shaded state in the figure indicates the selected state), the introduction information of the immersive mode is displayed on the right side of the setting interface, such as which elements of the user interface will be hidden after the immersive mode is turned on, and the character status supported by the immersive mode. In this embodiment, the immersive mode can support the movement status, combat status and exploration status of the controlled virtual character. In addition, the introduction information can also include information on the operation method and timing of exiting or turning on the immersive mode. In this embodiment, the game interface can be triggered to enter the immersive mode at any time, including the controlled virtual character can also trigger the game interface to enter the immersive mode through the above-mentioned target trigger operation during the battle.

[0034] Figure 2 The immersive mode in the setting interface shown is currently off. You can switch the off state to the on state by performing a target trigger operation on the immersive mode switch key (such as clicking the "Off" area or the small arrow next to "Off" with the mouse, or touching the "Off" position) to turn on the immersive mode. By selecting the return control to return to the game interface, you can see that some or all of the elements in the user interface are hidden, and the game interface enters the immersive mode.

[0035] The above setting interface may also include other setting options, such as: friend request pop-up window option, map information mode, in-game banner notification option, message reply reminder option, message like reminder option, etc.

[0036] After the game interface enters the above immersive mode, all or part of the content of the user interface can be hidden to provide a more immersive gaming experience. For example, in immersive mode, the game interface does not have elements such as energy bars and mini-maps, and players can rely on exploration and observation of the environment to discover tasks and goals. In non-immersive mode, that is, normal mode, elements such as energy bars and mini-maps in the user interface are visible.

[0037] When the above-mentioned terminal device is a touch device, in immersive mode, in addition to hiding the above-mentioned energy bar, mini-map and other elements, elements such as skill controls and mobile controls can also be hidden. Although the hidden elements are not displayed, the functions corresponding to interface elements such as skill controls and mobile controls will continue to be valid. Clicking the area where interface elements such as skill controls or mobile controls are located will respond accordingly, and the player can still perform normal combat, exploration and other related operations. This method is more suitable for users who are familiar with the game and want to get a higher sense of immersion.

[0038] Step S102, in the immersive mode, in response to a target triggering event, displaying a target interface element in the game interface.

[0039] Among them, the above-mentioned target interface elements include at least one of the following: attack controls, task guidance controls, danger warning controls, and physical strength prompt controls.

[0040] As a possible implementation mode, the above-mentioned target interface element is an element in the user interface. In the above-mentioned immersive mode, if the above-mentioned target triggering event does not occur, the above-mentioned target interface element is hidden and will not be displayed in the game interface. In the above-mentioned immersive mode, if the above-mentioned target triggering event occurs, this embodiment selectively retains important information in the user interface that may affect the player's judgment, that is, the above-mentioned target interface element, and does not hide the target interface element so that it is displayed in the game interface. The target interface element of this embodiment can be controlled independently from other elements in the user interface. When the game interface enters the immersive mode and hides the elements in the user interface, it continues to monitor whether a target triggering event has occurred in the game. If a target triggering event occurs, the target interface element in the user interface is displayed. This method can control a part of the interface elements in the user interface to be hidden or displayed according to the game scene screen or the triggering event in the game.

[0041] Before the game interface enters the immersive mode (ie, when the game interface is in the non-immersive mode), the user interface elements in the user interface do not include the target interface elements.

[0042] The target trigger event may be a pre-set event. In response to the target trigger event, the processing method of displaying the target interface element in the game interface will not cause the game interface to exit the immersive mode. There is a corresponding relationship between the displayed target interface element and the target trigger event. Different target trigger events may correspond to different target interface elements. This can ensure that the relevant target interface elements are displayed in time when a target trigger event occurs, and reduce the display of unnecessary interface elements, thereby ensuring the user's immersion in the game interface.

[0043] The above-mentioned target trigger event can be an execution event of the target task. Accordingly, the above-mentioned target interface element includes a task guidance control. For example, if the controlled virtual character performs a tracking task, the instruction information that affects the execution of the current tracking task by the virtual character will be used as a task guidance control, such as: the direction cursor of the current tracking task, the location tracking mark, the prompt of the nearby gameplay point, the instruction of picking up props (such as a treasure chest), etc. Depending on the target task, the task guidance control is also different. The specific task guidance controls are mainly related to whether the user can advance the target task well. In specific applications, the task guidance controls can be determined according to the target task.

[0044] The target trigger event may also be an event in which the perception skill of the controlled virtual character is triggered. Accordingly, the target interface element includes a danger warning control. For example, when the controlled virtual character approaches an enemy, the enemy will be alerted. From the enemy's slight alertness to the discovery of the controlled virtual character, the color displayed by the danger warning control may change from white to red. When a remote enemy shoots at the controlled virtual character, the danger warning control is a shooting mark.

[0045] The target trigger event may also be a combat event, such as when the controlled virtual character switches from an idle state to a combat state. Accordingly, the target interface element includes an attack control. By displaying the attack control in a combat scene, the user can be quickly prompted to perform an attack operation through the attack control.

[0046] The target trigger event may also be an event in which the controlled virtual character enters a target state, such as a target state including sprinting, sprinting or climbing. Accordingly, the target interface element includes a physical strength prompt control, which indicates the current physical strength value of the controlled virtual character.

[0047] The above method provided in this embodiment controls the hiding of the user interface by responding to the target trigger operation, so that the game interface enters the immersive mode, reduces the interference elements on the game interface, and improves the player's immersion in the game; in the immersive mode, responds to the target trigger event, displays the target interface elements, provides the player with necessary information prompts, and avoids excessive information interference; this method of dynamically hiding the display elements of the game interface not only ensures the simplicity of the game screen in the immersive mode, but also alleviates the loss of key interface information in the immersive mode to a certain extent, ensures the smoothness of the game progress and the user's sense of participation, and improves the game experience in the immersive mode.

[0048] As a possible implementation manner, the above-mentioned target trigger operation can also be a preset quick trigger operation. In specific implementation, different quick trigger methods of the immersive mode can be provided for different terminal devices. For example, if the terminal device is an electronic device equipped with a keyboard, the quick trigger operation is to trigger the operation of the first preset key position on the keyboard; if the terminal device is an electronic device equipped with a game controller, the quick trigger operation is to trigger the operation of the second preset key position on the game controller; the above-mentioned first preset key position and the second preset key position can be customized by the user, and the user is supported to modify the key position. The above-mentioned first preset key position and the second preset key position can be an independent key position or a combination of two or more key positions.

[0049] If the terminal device is an electronic device with a touch function, the quick trigger operation is an operation to trigger a first preset control (such as an immersion mode control) on the game interface. Alternatively, when the terminal device is an electronic device with a touch function, the quick trigger operation includes a first operation to trigger a floating interface displayed after triggering a first preset element (such as a menu control) on the game interface and a second operation to trigger a second preset element (such as an immersion mode control) in the floating interface.

[0050] After the above floating interface is displayed, if you click any area outside the floating interface, the floating interface will be closed; or, if you select a specified element in the floating interface, such as a crouching control, a building control, or a mount change control, the floating interface will be closed after the operation corresponding to the specified element is triggered.

[0051] See also Figure 3 A schematic diagram of a game interface is shown. In non-immersive mode, the game interface includes the following contents:

[0052] (1) The controlled virtual character 30, also known as the player virtual character, refers to a virtual object that can be controlled by the player to move in the virtual scene of the game. In some electronic games, it can also be called a shikigami character or a hero character. The player character can be at least one of different forms such as a virtual person, a virtual animal, an anime character, a virtual vehicle, etc.

[0053] (2) A small map 33 is used to display key information in the game scene in the form of thumbnails, such as the location of the controlled virtual character 30, important locations (such as towns, dungeon entrances), and the location of mission targets. In addition, the small map 33 can also display location information such as the location of teammates, the approximate location range of enemies, virtual defense facilities, and virtual resource points. Through this information, players can easily observe the dynamics of teammates and enemies and judge the current situation.

[0054] (3) Combat controls 34 may include skill controls corresponding to different weapons, controls for different damage levels or moves, and controls for controlling the posture of the controlled virtual character 30, such as controls corresponding to squatting, jumping, etc. The combat controls 34 may be permanently displayed in the game interface in combat scenes, but may not be displayed in non-combat scenes.

[0055] (4) Virtual props 36, which are operating controls for quickly using props, may include multiple different types of optional props, such as ammunition, medicine, protective equipment, etc.

[0056] (5) Game mode control 38, used to indicate whether the current game is a single-player game or a multiplayer game.

[0057] (6) A viewing angle adjustment control 39, which is used to control the viewing angle of the virtual camera to adjust the virtual scene image displayed in the game interface.

[0058] (7) Movement control 40, used to control the movement of the controlled virtual character.

[0059] (8) Task panel 41, used to display information related to the currently executable task, such as viewing clues or level information.

[0060] (9) Menu 44 (equivalent to the first preset element) is used to provide a floating interface 42, through which other shortcut controls are displayed, such as an immersive mode control 43 (equivalent to the second preset element). When the game interface is in non-immersive mode, the inactive display state of the immersive mode control 43 shown in the figure is displayed. If the immersive mode control 43 is selected, the game interface enters the immersive mode, and the state of the immersive mode control 43 in the figure is switched to the active display state, and the diagonal line in the middle of the immersive mode control 43 is cancelled.

[0061] In the non-immersive mode, in addition to displaying the above information, the game interface may also include other contents according to the actual game scene, which are not listed here one by one. In the immersive mode, if the above target triggering event does not occur, the information in the above game interface may only retain the controlled virtual character 30, and all elements on the user interface are hidden, so that the user can focus on the game scene screen without the elements on the user interface interfering with the user, such as Figure 4 The game interface diagram shown in the above Figure 3 On the basis of, when the game interface enters the immersive mode, the user interface elements are hidden, that is, the controlled virtual character 30 and the game scene screen are retained ( Figure 4 This scene is not shown in the figure).

[0062] If the above target trigger event occurs and the game interface enters immersive mode, the target interface element is displayed in the above game interface. For example: Figure 6Another game interface schematic diagram shown, when the controlled virtual character 61 enters the sprint state, a physical strength prompt control 62 can be displayed near the controlled virtual character 61 in the game interface to remind the user of the current physical condition of the controlled virtual character, and other elements in the user interface except the physical strength prompt control can be hidden. The physical strength prompt control 62 can be displayed in the form of a physical strength bar in the diagram, and the length change or color change of the physical strength bar reflects the current physical strength value of the controlled virtual character. The physical strength prompt control 62 can be displayed in scenes such as sprinting and climbing by the controlled virtual character. When the physical strength value of the controlled virtual character is consumed, it can no longer continue to sprint or climb. After stopping sprinting or climbing, the display of the physical strength prompt control is cancelled. After the physical strength is exhausted, the player can restore the physical strength value through specific skills or using props such as virtual medicine. In some games, the physical strength prompt control can also prompt other parameters of the physical condition of the controlled virtual character, such as life value or endurance value. The physical strength prompt control in this embodiment does not belong to a permanent user interface element in the user interface. The physical strength prompt control is triggered for display only when the movement state / action state of the controlled virtual character meets the set conditions (such as the sprinting or climbing conditions mentioned above). When the movement state / action state of the controlled virtual character does not meet the set conditions, the physical strength prompt control display is cancelled.

[0063] When the controlled virtual character enters certain special game scenes or performs certain special tasks, the game interface may also display a task guide control to instruct the player how to control the controlled virtual character to perform the current task. Specifically, if the controlled virtual character enters a game scene where virtual props are arranged, the task guide control may be a guide control for indicating the location of the props that can be picked up; if the controlled virtual character performs a target task at a specific location, the task guide control may be a guide control for indicating the location where the target task is to be performed.

[0064] See also Figure 7 As shown in another schematic diagram of the game interface, assuming that the above target triggering event occurs and the game interface enters the immersive mode, taking the controlled virtual character currently performing the tracking task as an example, then Figure 7 The game interface shown shows a controlled virtual character 71 and a task guide control 72 corresponding to the target position of the tracking task. The location of the task guide control 72 is the target point corresponding to the tracking task. The player can control the controlled virtual character to move toward the location of the task guide control to complete the tracking task as soon as possible. The task guide control in this embodiment does not belong to the resident user interface element in the user interface, and is not displayed in the game interface when the tracking task is completed.

[0065] When the controlled virtual character is in a combat state, the controlled virtual character can defend or counterattack according to the enemy's attack actions. In order to more effectively remind the player of the best time to attack, the above game interface can also display attack controls, see Figure 8 Another schematic diagram of the game interface shown in the figure shows that the player's controlled virtual character 81 fights with the enemy virtual character 82. When the timing is right, such as when the enemy virtual character is about to launch an attack, the attack control 83 is displayed in the game interface. The player controls the controlled virtual character 81 to perform an attack action or apply a damage value to the enemy virtual character by operating the attack control 83. In specific implementation, different attack methods can be implemented according to different operation methods, such as clicking a normal attack once, long pressing a charge attack, and the player slides in different directions on the attack control, and the controlled virtual character makes corresponding attack actions according to the sliding direction. Of course, in some games, the attack control can only correspond to one attack method, and different operation methods of the attack control trigger the attack method. The attack control of this embodiment can be displayed according to the event trigger in the game scene. After the attack control is operated once, the attack control cancels the display, that is, the attack control does not belong to the resident control in the above-mentioned user interface, and is usually only displayed briefly after being triggered.

[0066] In certain game scenarios, the controlled virtual character may be in imminent danger. At this time, a danger warning control may be displayed in the game interface. The control may be triggered by the perception skill of the controlled virtual character. Specifically, the danger warning control may include an identification control for the enemy virtual character to detect the urgency of the controlled virtual character and an identification control for the enemy virtual character to attack the controlled virtual character. The urgency identification control may be displayed in different colors according to the degree of detectability. For example, if the controlled virtual character is not easily detected, the danger warning control may be displayed in white; if the controlled virtual character has a low probability of being detected, the danger warning control may be displayed in yellow; if the controlled virtual character has a high probability of being detected, the danger warning control may be displayed in orange; if the controlled virtual character has been detected and an attack is about to be launched on the controlled virtual character, the danger warning control may be displayed in red. See. Fig. 9 Another schematic diagram of a game interface is shown in which the game interface enters the immersive mode and the controlled virtual character 91 is walking in the direction of the enemy virtual character. Because the distance between the controlled virtual character and the enemy virtual character is far, the controlled virtual character is not easy to be detected, but there is a risk of being detected, so the danger warning control 92 is displayed, and it is white. Through this color distinction, the player can be effectively prompted whether the controlled virtual character is currently in a dangerous situation and make relevant control operations as soon as possible. The danger warning control in this embodiment does not belong to the resident user interface element in the user interface, and the danger warning control is not displayed in the game interface when the danger is eliminated.

[0067] As a possible implementation, the above-mentioned control of hiding the user interface includes: hiding at least part of the user interface elements on the game interface. For example: hiding all elements in the user interface, in this way, only the game scene screen will be displayed in the game interface. Alternatively, hiding the resident interactive controls in the user interface (such as the task bar that displays the task description and title, skill controls, attack controls, etc.). Alternatively, hiding half or more of the user interface elements on the user interface can be called controlling the hiding of the user interface, or hiding the user interface elements whose area on the user interface is larger than a set value, and displaying the user interface elements whose area on the user interface is not larger than the set value. See. Figure 5 Another game interface schematic diagram shown in the figure, which is in the above Figure 3 Based on the above, the game interface uses the example of a controlled virtual character performing a tracking task to illustrate that the game interface hides relatively large user interface elements, such as a small map 33, a viewing angle adjustment control 39, a floating layer 42 and an immersive mode control 43, a mobile control 40, and a combat control 34. The controlled virtual character 30, the task guide control 32, the game mode control 38, the task panel 41, and the menu 44 are retained.

[0068] The above-mentioned method of controlling the hiding of the user interface can greatly reduce the occlusion of the game scene screen by the elements on the user interface, while retaining a small number of related elements, alleviating the problem of large information loss in the immersive mode.

[0069] As a possible implementation mode, after the game interface enters the immersion mode, the method further includes: displaying an exit control in the game interface; and responding to a trigger operation on the exit control to restore the display of the user interface. The exit control may be an operation prompt control, such as an operation prompt message prompting to exit the immersion mode (press the E key to exit), and the operation performed according to the prompt message of the exit control is called a trigger operation on the exit control. Alternatively, the exit control may also be an operation control, such as selecting the exit control with a mouse to trigger the restoration of the display of the user interface; or alternatively, the exit control may also be a touchable control, and the restoration of the display of the user interface is triggered by performing a touch operation on the exit control. In specific implementation, the exit control occupies a small area, and the icon color of the exit control may be set to be different from the color of the current game scene. If the game scene screen changes, the icon color of the exit control may also be adjusted accordingly, so that the icon color of the exit control is clearly distinguished from the color of the game scene.

[0070] When the exit control is an operation prompt control, the exit control is displayed in the game interface for a specified time, such as 2 seconds. After the exit control is displayed for the specified time, the exit control displayed in the game interface is canceled. This method makes it easier for users to understand how to exit the immersive mode and avoids unnecessary interference caused by the operation prompt information occupying the interface for a long time.

[0071] As a possible implementation, the method further includes: in the immersive mode, in response to the control operation on the controlled virtual character, controlling the controlled virtual character to move or fight in the game scene. In this way, it is possible to achieve control operations on the movement or fighting of the controlled virtual character in both the immersive mode and the non-immersive mode, thereby better meeting the actual needs of the user.

[0072] If the terminal device is an electronic device with touch function; in immersive mode, in response to the touch control operation on the controlled virtual character, the target control corresponding to the touch point position of the touch control operation can be determined in the hidden user interface; the controlled virtual character is controlled to perform actions according to the touch control operation and the target control. Based on this, in the immersive mode, in response to the control operation on the controlled virtual character, the controlled virtual character is controlled to move or fight in the game scene, which may include: in the immersive mode, in response to a first touch operation on the mobile control area in the game interface, the controlled virtual character is controlled to move in the game scene; in the immersive mode, in response to a second touch operation on the battle control area in the game interface, the controlled virtual character is controlled to fight in the game scene; wherein the mobile control area is the area where the mobile control is displayed in the non-immersive mode (such as Figure 3 The battle control area is the area where the mobile control 40 is located in the non-immersive mode, the battle control area is the area where the battle control is displayed in the non-immersive mode, the mobile control is used to control the movement of the controlled virtual character, and the battle control is used to control the controlled virtual character to fight. In this way, it is possible to conveniently control the movement or combat of the controlled virtual character in the immersive mode without exiting the immersive mode, reducing the frequent switching between the immersive mode and the normal mode and improving the convenience of operation.

[0073] As a possible implementation manner, the target triggering event includes at least one of the following:

[0074] (1) The release conditions of the target attack move are currently met;

[0075] (2) The controlled virtual character is currently in danger;

[0076] (3) There are executable tasks near the controlled virtual character;

[0077] (4) The controlled virtual character is currently performing an action that consumes physical energy.

[0078] As a possible implementation, there is a corresponding relationship between the above-mentioned target triggering event and the above-mentioned target interface element, that is, if any one of the above-mentioned target triggering events is met, then in the above-mentioned immersive mode, the target interface element corresponding to the satisfied target triggering event is displayed, for example: the release condition of the target attack move corresponds to the above-mentioned attack control, the controlled virtual character is currently in danger and corresponds to the above-mentioned danger warning control, there are executable tasks near the controlled virtual character and correspond to the above-mentioned task guidance control, and the controlled virtual character is currently performing an action that consumes physical strength and corresponds to the above-mentioned physical prompt control. Specifically, the release condition of the above-mentioned target attack move is pre-set. When the release condition of the target attack move is met, the attack control is displayed in the game interface, which can prompt the user that the current time is suitable for attacking operations, and thus better attack the enemy. The above-mentioned controlled virtual character is currently in danger, which may include the risk of being attacked, the risk of being discovered or other dangerous situations. In this case, the danger warning control is displayed in the game interface, which can prompt the user to avoid the danger in time or minimize the loss caused by the danger. If there are executable tasks near the controlled virtual character, such as picking up items, which benefit the user, in this case, a task guide control is displayed in the game interface, which can prompt the user to perform the task in time and obtain more benefits. If the controlled virtual character is currently performing an action that consumes physical strength, such as sprinting or climbing, in this case, a physical strength prompt control is displayed in the game interface, which can prompt the current physical strength status of the controlled virtual character in time and guide subsequent game operations.

[0079] As a possible implementation, the attack control is a control that can achieve an attack effect when triggered within a preset time. The attack control can be used multiple times during the battle. By briefly displaying the attack control in the game interface, the user can be provided with a reasonable opportunity to operate the attack control. Compared with the battle control, the attack control is a type of control that has higher requirements for triggering timing. Triggering the attack control at the right time can achieve greater benefits and achieve better attacks on the enemy.

[0080] As a possible implementation, the method further includes: in immersive mode, in response to a trigger operation on an attack control, controlling the controlled virtual character to perform an attack action corresponding to the attack control. The attack control may be one, and when the controlled virtual character is equipped with a ranged weapon, the attack action triggered by the attack control is a shooting action, and when the controlled virtual character is equipped with a melee weapon, the attack action triggered by the attack control is a slashing action, etc. When the controlled virtual character is not equipped with a weapon, the attack action triggered by the attack control is a limb attack action. By controlling the controlled virtual character to perform the attack action corresponding to the attack control in immersive mode, the immersive mode can adapt to more application scenarios, especially suitable for short-term combat scenarios, such as when the controlled virtual character encounters an enemy character or NPC while moving forward, and attacks it through the attack control, and then continues to move forward in immersive mode without exiting the immersive mode.

[0081] As a possible implementation, the method further includes: in response to the end of the target trigger event, hiding the target interface element and maintaining the immersive mode. The end timing of the target trigger event can be determined according to the specific target trigger event, for example: (1) when the target trigger event includes the release condition of the target attack move currently being met, the end of the target trigger event is the release of the target attack move or, as the game progresses, the release condition is changed from being met to not being met; (2) when the target trigger event includes the fact that the controlled virtual character is currently in danger, the end of the target trigger event is when the target interface element is displayed for a set time or when the danger is eliminated; (3) when the target trigger event includes the fact that there is an executable task near the controlled virtual character, the end of the target trigger event is when the controlled virtual character executes the task or displays the target interface element for a set time; (4) when the target trigger event includes the fact that the controlled virtual character is currently performing an action that consumes physical strength, the end of the target trigger event is when the physical strength of the controlled virtual character is exhausted or the controlled virtual character stops the action.

[0082] The "maintaining the immersive mode" in hiding the above-mentioned target interface elements and maintaining the above-mentioned immersive mode means continuing to keep the user interface hidden, so that the user interface elements hidden when the game interface enters the immersive mode continue to remain hidden.

[0083] By hiding the target interface elements and maintaining the immersive mode at the end of the target trigger event, the occupation of the game interface by the target interface elements can be reduced, thereby ensuring the simplicity of the controls in the game interface in the immersive mode.

[0084] As a possible implementation, the method further includes: in the non-immersive mode, displaying a mode switching operation prompt on the game interface, the mode switching operation prompt is used to prompt the operation of entering the immersive mode. If the terminal device is an electronic device equipped with a keyboard, the mode switching operation prompt may be a text message of "triggering the first preset key position on the keyboard (such as the F6 key or other user-defined key positions) to enter the immersive mode", or a combination of the immersive mode icon + the first preset key position identifier; if the terminal device is an electronic device equipped with a game controller, the mode switching operation prompt may be a text message of "triggering the second preset key position on the game controller (such as view+menu) to enter the immersive mode", or a combination of the immersive mode icon + the second preset key position identifier; if the terminal device is an electronic device with a touch function, the mode switching operation prompt may be a mode switching control icon on the user interface. The specific operation mode for entering the immersive mode can be set through the game setting interface, and the already set operation mode can also be modified through the setting interface. By displaying the above-mentioned mode switching operation prompt in the non-immersive mode, it is convenient for the user to trigger the entry into the immersive mode.

[0085] As a possible implementation, the method further includes: when the game interface is in a non-immersive mode, in response to the target trigger event, displaying the target interface element in the game interface. When the game interface is in a non-immersive state, the target trigger event occurs, and the interface element corresponding to the target trigger event can also be determined based on the correspondence between the target trigger event and the target interface element (such as the physical strength prompt control, attack control, task guidance control or danger warning control), and displayed briefly. If the target trigger event does not occur when the game interface is in a non-immersive state, the target interface element will not be displayed. This method can be used to prompt the user that a target trigger event has occurred through the target interface element in the non-immersive mode, providing reliable reference information for the user's subsequent game operations.

[0086] As a possible implementation, after the control user interface is hidden, the method further includes: displaying an operation prompt message for exiting the immersive mode for a specified duration (e.g., 2 seconds) in the game interface. The timing for displaying the operation prompt message for exiting the immersive mode may include at least one of the following: when the user turns on the immersive mode in the setting interface and returns to the game interface, or when the user enters the immersive mode through a shortcut key in the game interface. If the display duration does not reach the specified duration, and the user exits the immersive mode, the display of the operation prompt message for exiting the immersive mode is directly canceled.

[0087] If the terminal device is an electronic device equipped with a keyboard, the operation prompt information for exiting the immersive mode may be text information of "triggering the third preset key position on the keyboard to exit the immersive mode", or a combination of the immersive mode icon + the third preset key position logo; if the terminal device is an electronic device equipped with a game controller, the operation prompt information for exiting the immersive mode may be text information of "triggering the fourth preset key position on the game controller to exit the immersive mode", or a combination of the immersive mode icon + the fourth preset key position logo; if the terminal device is an electronic device with a touch function, the mode switching operation prompt may be the above-mentioned mode switching control icon on the user interface. The specific operation method for exiting the immersive mode can be set through the game setting interface, and the already set operation method can also be modified through the setting interface. By displaying the operation prompt information of exiting the immersive mode for a specified duration in the game interface, it is convenient for users to understand how to exit the immersive mode, and it also alleviates the unnecessary interference caused by the long-term occupation of the interface by the operation prompt information.

[0088] As a possible implementation, the task guide control includes: a guide control for guiding the location of the pick-up props and / or a guide control for guiding the location of the target task execution. Through these guide controls, the user can better perform subsequent game operations.

[0089] As a possible implementation, the above-mentioned danger warning control includes an identification control for the enemy virtual character to perceive the urgency of the controlled virtual character, and an identification control for the enemy virtual character to attack the controlled virtual character. Among them, the urgency here can be measured by the state of the enemy virtual character and the distance between the enemy virtual character and the controlled virtual character. For example, if the enemy virtual character is in a combat state, even if the controlled virtual character is close to it, it is not easy to perceive the controlled virtual character; or, if the enemy virtual character is idle but the distance between it and the controlled virtual character is relatively far, it is not easy to perceive the controlled virtual character. Urgency can be divided into several levels, for example: not easy to perceive → a small probability of being discovered → a high probability of being discovered → already discovered. The degree of urgency can also be reminded in the state of the identification control, such as: not easy to perceive, the identification control can be displayed in white; a small probability of being discovered, the identification control is displayed in yellow; a high probability of being discovered, the identification control is displayed in orange; already discovered, and an attack is about to be launched on the controlled virtual character, the identification control can be displayed in red. Through the above identification control, the user can be intuitively prompted whether the current scene is dangerous, thereby helping the user to make correct and reasonable game operations.

[0090] As a possible implementation, the method further includes: in a non-immersive mode, detecting the state of the controlled virtual character; if the controlled virtual character is in an idle state and the duration of the idle state reaches a set duration, replacing the first preset prompt information displayed in the first area of ​​the game interface with the second preset prompt information; wherein the first preset prompt information includes operation prompt information related to combat, and the second preset prompt information includes operation prompt information that triggers the immersive mode; if the controlled virtual character is converted from the idle state to the combat state, replacing the second preset prompt information displayed in the first area with the first preset prompt information. The first area in the game interface may be an area near a side of the game interface, such as the middle area on the far right side. The first preset prompt information may be operation key position prompt information corresponding to the attack control and / or the combat control, and the second preset prompt information may include: key position prompts corresponding to the immersive mode, key position prompts corresponding to the appearance viewing mode, and key position prompts corresponding to the photo mode, etc. wherein, in the appearance viewing mode, the lens of the virtual camera will be aimed at the front of the controlled virtual character and zoomed in to the upper body, so that the player can view his model effect conveniently. Photo mode, also known as in-game photography or virtual photography, refers to a function built into the game that allows players to pause the game during the game and use the camera function to shoot scenes and characters in the game. The user interface (UI) elements in the game interface will be minimized or hidden. In this mode, players can freely adjust parameters such as viewing angle, light, depth of field, etc. to obtain the best shooting effect. The immersive mode does not require pausing the game, does not affect the progress of the game, and at least some elements of the user interface can be displayed in the game interface. The prompt information method in the above-mentioned first area, especially for the application scenarios of non-touch devices, can provide users with reasonable information in different game scenarios by displaying the first preset prompt information or the second preset prompt information in the first area, so that users can determine the subsequent operation methods.

[0091] In order to more clearly understand the above method, the following describes the above method by taking different devices as examples.

[0092] Method 1: Implementing the above method on a mobile terminal (such as a smart phone)

[0093] When the player enters the game, the game interface will display the game scene screen and the user interface, which includes various controls such as movement controls, perspective adjustment controls, combat controls, social controls, etc. When the player wants to enter the immersive mode, he can initiate a target trigger operation by clicking a specific area on the screen or pressing a specified button (such as an immersive mode control). In response to this operation, the game will control the user interface to hide and only display the game scene screen, so that the game interface enters the immersive mode. In the immersive mode, if a target trigger event occurs, such as an executable task appears near the controlled virtual character, a task guide control will be displayed in the game interface to prompt the player that there is a new task to accept. The player can view the task details and accept the task by clicking the task guide control. In addition, if the controlled virtual character is currently in danger, the game interface will display a danger warning control. If the enemy virtual character detects the controlled virtual character, an urgency identification control will be displayed in the user interface to remind the player to pay attention to the danger.

[0094] Players can also control the movement and combat of the controlled virtual character by touching the screen in immersive mode, as well as adjust the perspective of the game scene screen. For example, in non-immersive mode, the movement controls are displayed in the lower left corner of the screen, and the combat controls are displayed in the lower right corner of the screen. In immersive mode, players can directly slide their fingers on the lower left corner of the screen to control the movement of the controlled virtual character, and click the lower right corner of the screen to control the controlled virtual character to attack.

[0095] When the above target triggering event ends, such as mission completion or danger elimination, the game will hide the target interface elements and maintain immersive mode, allowing players to continue to enjoy an immersive gaming experience.

[0096] Method 2: Implement the above method on a computer with a keyboard and mouse

[0097] As in the above-mentioned method 1, the game interface displayed on the computer includes a game scene screen and a user interface, and there are various controls on the user interface. Players can press a specific key on the keyboard or click the mouse to perform a target trigger operation to make the game interface enter the immersive mode. In the immersive mode, the game will hide most of the controls on the user interface and only display the necessary target interface elements based on the events in the game scene, such as displaying the physical strength prompt control in the controlled virtual character sprint scene. In this way, the physical strength prompt control will change with the change of the physical strength value of the controlled virtual character. The change can be reflected in information such as color or the length of the physical strength bar. By displaying the physical strength prompt control, when the physical strength value of the controlled virtual character is low, the player can be reminded to replenish physical strength. For example, the player can restore physical strength by clicking on relevant props or taking other measures. In the immersive mode, the player can use the keyboard or mouse to control the movement and combat of the controlled virtual character. For example, press the direction keys on the keyboard to control the movement of the controlled virtual character, and click the left mouse button to attack.

[0098] If the conditions for releasing the target attack move are currently met, the attack control will be displayed in the game interface, and the player can release the attack move by pressing a specific shortcut key or clicking the control with the mouse.

[0099] When the player wants to exit immersive mode, they can press the ESC key on the keyboard or click the exit control on the screen, and the game will restore the display of the user interface.

[0100] Method 3: Implement the above method on a computer equipped with a game controller

[0101] The game interface of this embodiment includes a game scene screen and a user interface, and there are various controls on the user interface. The player can initiate a target trigger operation by pressing a specific button on the game console handle to put the game interface into immersion mode. In immersion mode, unnecessary controls on the user interface are hidden, and only target interface elements related to the current game situation are displayed. For example, when there is an executable task near the controlled virtual character, the game will display a task guidance control in the game interface, and the player can view the task details and accept the task by pressing the corresponding button on the handle. If the enemy virtual character attacks the controlled virtual character, the game will display a danger warning control to remind the player to pay attention to defense. In immersion mode, the player can control the movement of the controlled virtual character through the joystick of the handle and press the attack button on the handle to attack. When the target trigger event ends, the game will hide the target interface elements and maintain immersion mode, allowing the player to continue to immerse himself in the game world.

[0102] Based on the above method embodiment, the embodiment of the present disclosure also provides a game control device, which provides a game interface through a terminal device, and the game interface includes a game scene screen and a user interface, see Fig.10, the device includes the following modules:

[0103] A first control module 11, configured to control the user interface to hide in response to a target trigger operation, so that the game interface enters an immersive mode;

[0104] A second control module 12 is used to display a target interface element in the game interface in response to a target trigger event in the immersive mode;

[0105] Among them, the target interface element includes at least one of the following: an attack control, a task guidance control, a danger warning control, and a physical strength prompt control.

[0106] The above-mentioned device controls the hiding of the user interface by responding to the target trigger operation, so that the game interface enters the immersive mode, reduces the interference elements on the game interface, and improves the player's immersion in the game; in the immersive mode, it responds to the target trigger event and displays the target interface elements, providing the player with necessary information prompts while avoiding excessive information interference; this method of dynamically hiding and controlling the display elements of the game interface not only ensures the simplicity of the game screen in the immersive mode, but also alleviates the loss of key interface information in the immersive mode to a certain extent, ensures the smoothness of the game progress and the user's sense of participation, and improves the game experience in the immersive mode.

[0107] As a possible implementation, the first control module 11 is further configured to hide at least part of the user interface elements on the game interface.

[0108] As a possible implementation, the second control module 12 is further used to: display an exit control in the game interface after the game interface enters the immersion mode; and restore the display of the user interface in response to a triggering operation on the exit control.

[0109] As a possible implementation manner, the second control module 12 is further used for: in the immersive mode, in response to a control operation on the controlled virtual character, controlling the controlled virtual character to move or fight in the game scene.

[0110] As a possible implementation, the second control module 12 is also used to: in the immersive mode, in response to a first touch operation on a mobile control area in the game interface, control the controlled virtual character to move in the game scene; in the immersive mode, in response to a second touch operation on a combat control area in the game interface, control the controlled virtual character to fight in the game scene; wherein the mobile control area is an area where mobile controls are displayed in the non-immersive mode, the combat control area is an area where combat controls are displayed in the non-immersive mode, the mobile controls are used to control the movement of the controlled virtual character, and the combat controls are used to control the controlled virtual character to fight.

[0111] As a possible implementation manner, the target triggering event includes at least one of the following:

[0112] The release conditions of the target attack move are currently met;

[0113] The controlled virtual character is currently in danger;

[0114] There is an executable task nearby the controlled virtual character;

[0115] The controlled virtual character is currently performing an action that consumes physical energy.

[0116] As a possible implementation, the above-mentioned attack control is a control that can achieve an attack effect when triggered within a preset time period.

[0117] As a possible implementation manner, the second control module 12 is further used to: in the immersive mode, in response to a trigger operation on the attack control, control the controlled virtual character to execute an attack action corresponding to the attack control.

[0118] As a possible implementation manner, the second control module 12 is further configured to: in response to the end of the target triggering event, hide the target interface element and maintain the immersive mode.

[0119] As a possible implementation manner, the first control module 11 is further used to: in the non-immersive mode, display a mode switching operation prompt on the game interface, wherein the mode switching operation prompt is used to prompt an operation of entering the immersive mode.

[0120] As a possible implementation manner, the first control module 11 is further used for: when the game interface is in a non-immersive mode, in response to the target triggering event, displaying the target interface element in the game interface.

[0121] As a possible implementation manner, the first control module 11 is further used to: control the user interface to be hidden, and then display an operation prompt message for exiting the immersive mode for a specified duration in the game interface.

[0122] As a possible implementation, the task guidance control includes: a guidance control for guiding the location of the pick-up props, and a guidance control for guiding the location where the target task is to be executed.

[0123] As a possible implementation, the danger warning control includes an identification control for the enemy virtual character to perceive the urgency of the controlled virtual character, and an identification control for the enemy virtual character to attack the controlled virtual character.

[0124] As a possible implementation, the first control module 11 is also used to: in a non-immersive mode, detect the state of a controlled virtual character; if the controlled virtual character is in an idle state and the duration of the idle state reaches a set duration, replace the first preset prompt information displayed in the first area of ​​the game interface with the second preset prompt information; wherein the first preset prompt information includes operational prompt information related to combat, and the second preset prompt information includes operational prompt information that triggers the immersive mode; if the controlled virtual character is converted from the idle state to the combat state, replace the second preset prompt information displayed in the first area with the first preset prompt information.

[0125] The game control device provided in the embodiment of the present disclosure has the same implementation principle and technical effects as those of the aforementioned method embodiment. For the sake of brief description, for parts not mentioned in the embodiment of the game control device, reference may be made to the corresponding contents in the aforementioned game control method embodiment.

[0126] The term "and / or" herein is only a description of the association relationship of the associated objects, indicating that there may be three relationships. For example, A and / or B can represent: A exists alone, A and B exist at the same time, and B exists alone. In addition, the term "at least one" herein represents any combination of at least two of any one or more of a plurality of. For example, including at least one of A, B, and C can represent including any one or more elements selected from the set consisting of A, B, and C.

[0127] The present disclosure also provides an electronic device, such as Fig.11 As shown, it is a schematic diagram of the structure of the electronic device, wherein the electronic device includes a processor 111 and a memory 110, the memory 110 stores computer executable instructions that can be executed by the processor 111, and the processor 111 executes the computer executable instructions to implement the above-mentioned game control method.

[0128] exist Fig.11 In the illustrated embodiment, the electronic device further includes a bus 112 and a communication interface 113 , wherein the processor 111 , the communication interface 113 and the memory 110 are connected via the bus 112 .

[0129] Among them, the memory 110 may include a high-speed random access memory (RAM), and may also include a non-volatile memory (non-volatile memory), such as at least one disk storage. The communication connection between the system network element and at least one other network element is realized through at least one communication interface 113 (which can be wired or wireless), and the Internet, wide area network, local area network, metropolitan area network, etc. can be used. The bus 112 can be an ISA (Industry Standard Architecture) bus, a PCI (Peripheral Component Interconnect) bus or an EISA (Extended Industry Standard Architecture) bus, etc. The bus 112 can be divided into an address bus, a data bus, a control bus, etc. For ease of representation, Fig.11 Only one bidirectional arrow is used in the diagram, but this does not mean that there is only one bus or only one type of bus.

[0130] The processor 111 may be an integrated circuit chip with signal processing capabilities. In the implementation process, each step of the above method can be completed by the hardware integrated logic circuit or software instructions in the processor 111. The above processor 111 can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA) or other programmable logic devices, discrete gates or transistor logic devices, discrete hardware components. The general-purpose processor can be a microprocessor or the processor can also be any conventional processor. The steps of the method disclosed in conjunction with the embodiment of the present disclosure can be directly embodied as a hardware decoding processor to be executed, or a combination of hardware and software modules in the decoding processor can be executed. The software module can be located in a mature storage medium in the field such as a random access memory, a flash memory, a read-only memory, a programmable read-only memory or an electrically erasable programmable memory, a register, etc. The storage medium is located in the memory, and the processor 111 reads the information in the memory and completes the steps of the game control method of the above embodiment in combination with its hardware.

[0131] The embodiment of the present disclosure also provides a computer-readable storage medium, which stores computer-executable instructions. When the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the above-mentioned game control method. The specific implementation can be found in the aforementioned method embodiment, which will not be repeated here.

[0132] The game control method, device and computer program product of the electronic device provided in the embodiments of the present disclosure include a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods described in the previous method embodiments. The specific implementation can be found in the method embodiments, which will not be repeated here.

[0133] Unless otherwise specifically stated, the relative steps, numerical expressions and numerical values ​​of the components and steps set forth in these embodiments do not limit the scope of the present disclosure.

[0134] If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a non-volatile computer-readable storage medium that can be executed by a processor. Based on this understanding, the technical solution of the present disclosure, or the part that contributes to the prior art or the part of the technical solution, can be embodied in the form of a software product, which is stored in a storage medium and includes several instructions for a computer device (which can be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the method described in each embodiment of the present disclosure. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk.

[0135] In the description of the present disclosure, it should be noted that the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc., indicating the orientation or positional relationship, are based on the orientation or positional relationship shown in the drawings, and are only for the convenience of describing the present disclosure and simplifying the description, rather than indicating or implying that the device or element referred to must have a specific orientation, be constructed and operated in a specific orientation, and therefore cannot be understood as a limitation of the present disclosure. In addition, the terms "first", "second", and "third" are used for descriptive purposes only, and cannot be understood as indicating or implying relative importance.

[0136] Finally, it should be noted that the above-described embodiments are only specific implementation methods of the present disclosure, which are used to illustrate the technical solutions of the present disclosure, rather than to limit them. The protection scope of the present disclosure is not limited thereto. Although the present disclosure is described in detail with reference to the above-described embodiments, ordinary technicians in the field should understand that any technician familiar with the technical field can still modify the technical solutions recorded in the above-described embodiments within the technical scope disclosed in the present disclosure, or can easily think of changes, or make equivalent replacements for some of the technical features therein; and these modifications, changes or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and should be included in the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure should be based on the protection scope of the claims.

Claims

1. A method for controlling a game, providing a game interface through a terminal device, wherein the game interface includes a game scene screen and a user interface, characterized in that: The method comprises: In response to a target triggering operation, controlling the user interface to hide so that the game interface enters an immersive mode; In the immersive mode, in response to a target trigger event, displaying a target interface element in the game interface; Among them, the target interface element includes at least one of the following: an attack control, a task guidance control, a danger warning control, and a physical strength prompt control.

2. The method according to claim 1, characterized in that The controlling the user interface to hide includes: At least part of the user interface elements on the game interface are hidden.

3. The method according to claim 1, characterized in that After the game interface enters the immersive mode, the method further includes: Displaying an exit control in the game interface; In response to a triggering operation on the exit control, the display of the user interface is restored.

4. The method according to claim 1, characterized in that The method further comprises: In the immersive mode, in response to a control operation on the controlled virtual character, the controlled virtual character is controlled to move or fight in the game scene.

5. The method according to claim 4, characterized in that In the immersive mode, in response to a control operation on the controlled virtual character, controlling the controlled virtual character to move or fight in the game scene includes: In the immersive mode, in response to a first touch operation on a movement control area in the game interface, controlling the controlled virtual character to move in the game scene; In the immersive mode, in response to a second touch operation on a battle control area in the game interface, controlling the controlled virtual character to fight in a game scene; Among them, the movement control area is the area where the movement control is displayed in the non-immersive mode, and the combat control area is the area where the combat control is displayed in the non-immersive mode. The movement control is used to control the movement of the controlled virtual character, and the combat control is used to control the controlled virtual character to fight.

6. The method according to claim 1, characterized in that The target triggering event includes at least one of the following: The release conditions of the target attack move are currently met; The controlled virtual character is currently in danger; There is an executable task nearby the controlled virtual character; The controlled virtual character is currently performing an action that consumes physical energy.

7. The method according to claim 1, characterized in that The attack control is a control that can achieve an attack effect when triggered within a preset time period.

8. The method according to claim 1, characterized in that The method further comprises: In the immersive mode, in response to a trigger operation on the attack control, the controlled virtual character is controlled to perform an attack action corresponding to the attack control.

9. The method according to claim 1, characterized in that: The method further comprises: In response to the end of the target trigger event, hiding the target interface element and maintaining the immersive mode.

10. The method according to claim 1, characterized in that The method further comprises: In the non-immersive mode, a mode switching operation prompt is displayed on the game interface, and the mode switching operation prompt is used to prompt the operation of entering the immersive mode.

11. The method according to claim 1, characterized in that: The method further comprises: When the game interface is in a non-immersive mode, the target interface element is displayed in the game interface in response to the target trigger event.

12. The method according to claim 1, characterized in that After controlling the user interface to hide, the method further includes: Displaying operation prompt information for exiting the immersive mode for a specified duration in the game interface.

13. The method according to claim 1, characterized in that The task guidance control includes: a guidance control for guiding the location of the pick-up props, and a guidance control for guiding the execution location of the target task.

14. The method according to claim 1, characterized in that The danger warning control includes an identification control for the enemy virtual character to perceive the urgency of the controlled virtual character and an identification control for the enemy virtual character to attack the controlled virtual character.

15. The method according to claim 1, characterized in that The method further comprises: In non-immersive mode, detecting the state of the controlled virtual character; If the controlled virtual character is in an idle state and the duration of the idle state reaches a set duration, the first preset prompt information displayed in the first area of ​​the game interface is replaced with the second preset prompt information; wherein the first preset prompt information includes operation prompt information related to combat, and the second preset prompt information includes operation prompt information that triggers the immersive mode; If the controlled virtual character is converted from the idle state to the combat state, the second preset prompt information displayed in the first area is replaced by the first preset prompt information.

16. A game control device, which provides a game interface through a terminal device, wherein the game interface includes a game scene screen and a user interface, characterized in that: The device comprises: A first control module, configured to control the user interface to hide in response to a target trigger operation, so that the game interface enters an immersive mode; A second control module, configured to display a target interface element in the game interface in response to a target trigger event in the immersive mode; Among them, the target interface element includes at least one of the following: an attack control, a task guidance control, a danger warning control, and a physical strength prompt control.

17. An electronic device, characterized in that: The invention comprises a processor and a memory, wherein the memory stores computer executable instructions that can be executed by the processor, and the processor executes the computer executable instructions to implement the method according to any one of claims 1 to 15.

18. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores computer-executable instructions, and when the computer-executable instructions are called and executed by a processor, the computer-executable instructions prompt the processor to implement the method according to any one of claims 1 to 15.